3 ms·
The input lag causes both unresponsiveness and prediction. The former is obvious, a simple example for the latter: in RTS/MOBA (both rollback or lockstep netcod
by chupasaurus 6y ago
The input lag causes both unresponsiveness and prediction. The former is obvious, a simple example for the latter: in RTS/MOBA (both rollback or lockstep netcode) the whole region around the opponent where he could be in the next tick becomes your target, the size of it depends on the latency and if RTT is big enough possible reactions become an additional factor.